7. Is there advantage to use Vector2 instead Point, and awt.Color instead gdx.graphics.Color?

8. Is it right to reuse BitmapFont to draw multiply Strings?

9. When I cropping texture with SpriteBatch.draw, the 0,0 position of texture relative to screen is left bottom, while cropping area (x, y, width, height or constructing TextureRegion) using left up as 0,0. Is it true? just to be sure.

11. Whatever game it is, I should implement ApplicationListener and declare SpriteBatch right? Is Gdx.graphics static?

3. If you don't know the answer to this one, I don't think you are ready to start OpenGL. You need read up a bit more on Java and objects. The constructor is always called first before anything in every single class that ever exists.

4. Who says you have to?

5. getDeltaTime() returns the amount of time since the last frame, it has nothing to do with SpriteBatch.

6. That does the same thing as line 4 except it also applies it to the Y variable.

7. You cannot use java.awt.Color in libGDX. In fact, it is best to completely avoid AWT.

8. Of course! BitmapFont describes a font and you use it draw all your Strings of that specific font. You only create new BitmapFonts when creating a different font.

3, 7 and 11 are just to be sure, how do you think I can come to this "far" anyway Honestly I want to argue about number 9, but need time first to prove it one more time. I took that bottom left in mind cropping an image and it resulted wrong.

Coorndinate and sizes are just in arbitary units. Sprite batch projection matrix will tell how those map to screen. By default it's pixel perfect so then those size are 1:1 pixels but never they are texels.

3. If you don't know the answer to this one, I don't think you are ready to start OpenGL. You need read up a bit more on Java and objects. The constructor is always called first before anything in every single class that ever exists.

Careful with absolutes. If a super class constructor calls a method that has been overridden by a subclass, the subclass' method will be called before the subclass' constructor.

The javadocs specify the origin for things. Sometimes it is lower left, sometimes it is upper left. This is part of the fun! Kidding, lower left origin is typically used for coordinates, since y up makes mathematical sense. If you don't like it (I hate it personally), you can change the SpriteBatch projection matrix. the easy way to do this is to use OrthographicCamera. See the examples for this. Texture coordinates use upper left origin and y down, since that is typical for bitmaps.

@Nate: When I read ra4king's post, I go back to code and see it's implementing (not extending) so I can know the answer I'm still on first step so changing projection matrix is a bit too much for me now. I'm just curious with people shouting this lib over threads so I want to test out.

This is part of the fun! Kidding, lower left origin is typically used for coordinates, since y up makes mathematical sense. If you don't like it (I hate it personally), you can change the SpriteBatch projection matrix. the easy way to do this is to use OrthographicCamera. See the examples for this. Texture coordinates use upper left origin and y down, since that is typical for bitmaps.

12. Utils package has many class, what is the best choice to replace ArrayList and HashMap?13. FPS, without any line code, is it true that lib set it to 60fps?14. To turn an app with lwjgl backend into applet, what should I do? change LwjglApplication with LwjglApplet?

12. Array and ObjectMap15. TextureRegions work as expect. What you ran into is called texture filtering. This happens if you don't render your image at pixel perfect positions, with pixel perfect sizes.18. ttf support is in soon via stb-truetype, it has some limitations though (chinese/arabic might be problematic, very large font sizes, e.g. 130pt, might be to large).

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